• Title/Summary/Keyword: graphic design

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Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • v.10 no.11
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

A 5.4Gb/s Clock and Data Recovery Circuit for Graphic DRAM Interface (그래픽 DRAM 인터페이스용 5.4Gb/s 클럭 및 데이터 복원회로)

  • Kim, Young-Ran;Kim, Kyung-Ae;Lee, Seung-Jun;Park, Sung-Min
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.44 no.2
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    • pp.19-24
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    • 2007
  • With recent advancement of high-speed, multi-gigabit data transmission capabilities, serial links have been more widely adopted in industry than parallel links. Since the parallel link design forces its transmitter to transmit both the data and the clock to the receiver at the same time, it leads to hardware's intricacy during high-speed data transmission, large power consumption, and high cost. Meanwhile, the serial links allows the transmitter to transmit data only with no synchronized clock information. For the purpose, clock and data recovery circuit becomes a very crucial key block. In this paper, a 5.4Gbps half-rate bang-bang CDR is designed for the applications of high-speed graphic DRAM interface. The CDR consists of a half-rate bang-bang phase detector, a current-mirror charge-pump, a 2nd-order loop filter, and a 4-stage differential ring-type VCO. The PD automatically retimes and demultiplexes the data, generating two 2.7Gb/s sequences. The proposed circuit is realized in 66㎚ CMOS process. With input pseudo-random bit sequences (PRBS) of $2^{13}-1$, the post-layout simulations show 10psRMS clock jitter and $40ps_{p-p}$ retimed data jitter characteristics, and also the power dissipation of 80mW from a single 1.8V supply.

A Study of Theory and Form of Storytelling User Interface - Establishing Theory by Study of the Game Interface - (스토리텔링 유저인터페이스의 이론과 형태연구 - 게임인터페이스 연구를 통한 이론 정립 -)

  • Lee, Dae-Young;Sung, Jung-Hawn
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.43-50
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    • 2008
  • UI design is growing in meaning and form itself through the development of hardware and contents. And it makes users accept its interface as a extension of the body and mind because of the substantial rapport of the user and contents with developing of device and graphic. In this study, we analyzed user interface in a view of digital storytelling by observing of its role within user and contents. Not only this, classifying and investigating story elements in the games for forming the theoretical basis of storytelling UI are enforced. For the case study of UI, we choose the game, Diablo, Half-Life, and Homeworld because the game is suitable for the application of node-type storytelling and effectively uses graphic and input unit. This analysis explains the interface has the contents data that divided or shared and it means the interface performs its part of story nodes, which are extracted from the story, and choice. And we analogized that the story elemental can be substituted and used practically for interface because the stories made through the thing that users and developers are in the space of coexistence by the interface. Storytelling UI will be a good way to make a most intriguing piece as a joyful spontaneous complex that use story node. It is worth by reason of making by user and discovering live inner story so that it can approach to the substance of the story.

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Data Babe Development for Blue Jeans Marketing Strategy(Part ll) - Focused on Young Adult's Brand Awareness, Brand Image and Consumer's Seeking Image in Fall 1997- (진의류 마케팅 전략을 위한 데이타 베이스 구축에 관한 연구(제2보) -1997년 추계 신세대 진바지 소비자의 상표 인지도, 상표 이미지와 소비자의 추구이미지를 중심으로-)

  • 김칠순;이훈자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.22 no.4
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    • pp.503-514
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    • 1998
  • The purpose of this study was to develop a large representative data base for jeans marketing strategy This study was to survey brand features(launching year, launching company, design concept, sales volume, and price zone) in the current market, and was to examine brand awareness and it's relationship to segmented distribution regions, demo- graphic variables(sex, age, monthly household income, and seasonal clothing expenditure). This study was also to analyze brand image and consumer's seeking image. The 660 questionnaires were distributed and 618 reliable ones were used for statistical analysis. A SAS statistical package including frequency table, Chi-square test, factor analysis, analysis of variance(ANOVA), Duncan's multiple range test and paired-t test was used. The results are as follows: 1. Brand awareness involves "brand recall" based on asking a person to name the brand recalled first, and "brand recognition" based on asking to identify brand name from 30 given brands. The result of recall brand test indicated that Levi's was dominant brand. People recognized about 70.8% of brands on the average. Brand recognition was influenced by segmented distribution region and demographic variables. 2. There was significantly positive relationship between brand recognition and purchasing behavior. 3. National brands were more recognized than Licensed brands. 4. The result showed that "Nix" was best represented for sophisticated brand image, "Strom" for characteristic, "Jambangee" for resonable price, and "Levi's" for classic '||'&'||' comfortable brand image. 5. As a result of factor analysis on consumer's seeking image, six factors(characteristic, young, intelligent/sexy, comfortable, exotic and popular) were found. Several factors had a relationship with preferred design, demographic variables, fashion interest, and brand recognition. variables, fashion interest, and brand recognition.

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An Experimental study on the human's physiological in Smart Textile Materials by Using Medical Infrared Thermo graphic Imaging (적외선 체열 영상 진단법을 이용한 스마트 섬유소재와 휴대폰 통화량에 따른 인체 생리반응 연구)

  • Lee Tae-il;Lee Su-jeong;Lee Kyung-mi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.7 s.144
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    • pp.918-925
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    • 2005
  • The following are the results from the infrared body temperature image test to verify the changes in facial temperature according to call duration with a cellular phone. As for the body temperatures, it appears to be the mean value at the upper central point of phone's battery among 7 different points that are measured, and to be the highest at srernocleido-mastoid and scapular trapezius muscle triangle zone$(34.25^{\circ}C\; and\;34.05^{\circ}C\;each)$. The changes of body temperature according to the time duration shows that the body temperature rises according to the length of phone use because of the heat emitted from the battery. As for the temperature changes according to blocking materials, the one without processing appears to be higher in the mean temperature compared to the others that are processed, NSS(Nano Silver Silk) and NSG(Nano Silver Silk Gold) appear to be the lowest in the temperature to show the best blocking property. As for the temperature changes according to measuring points, it appears to be the highest at P4, P5 with all materials, and one with NSG to be the lowest at Pl, P2, P3, and one with NSS to be the lowest at P3, P4, P5, P6, which is due to the thermal conduction of Au and Ag. And the mean temperature at each point appears to be different according to the materials. Therefore, the study conducted with human participants requires a proper particle size of it which would not penetrate cellular tissues and a proper binder and binding treatment for it, to prevent the physical fatigues and the potential diseases. However, it is highly required for back-up researches to verify various aspects in applying nano silver to textile products.

Design and Implementation of an Elevator Vibration Measuring System using 3-Axis Acceleration Sensor (3축 가속도 센서를 이용한 엘리베이터 진동측정시스템 설계 및 구현)

  • Choi, Sung-Hyun;Kim, Jong-Soo;Kim, Tai-Suk;Yu, Yun-Sik
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.226-233
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    • 2013
  • Self-diagnosis, regular examination, completion examination and precise safety examination on an elevator offer primary sources for evaluating performance and stability of the elevator. as critical examination for operating the elevator. The items on vibration of an elevator in the self-diagnosis and safety examination are not especially specified but vibration itself is considered as essential element to provide diverse analysis data. There is the equipment "EVA-625" for measuring vibration of an elevator. It is operated by reading data via computer and analyzing data by skilled engineer. This study aims to design and realize software to analyze data collected through the LabVIEW, a graphic program language and hardware for receiving data measuring vibration of an elevator by using 3-Axis acceleration sensor.

A Study of Game Project Curriculum for Integrated Subject (통합교과로서의 게임 프로젝트 교육과정 운영방안 탐구)

  • Choi, Seung-Kwan
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.111-122
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    • 2016
  • The purpose of this study is to suggest an curriculum model of teaching scheme which performs team project learning based on Integrated project with different fields. To address this goal, the present study suggests a practical game project model under the same game-making circumstances as game industry by consisting of real case of convergence parts(game graphic, game design, game program). This project-based learning case has been conducting Integrated project education since 2008 in A educational Institute in Korea. The results of study suggest a standard of Integrated-based curriculum model and it is constructed with two parts. The first part is what students learned during project processing, such as responsibility, communication. The other part is how to construct the educational environment for integrated project. It explains how to organize and build teams, plan of integrated project, rule the role of team task, perform collaborative task, present interim/final presentation, evaluate grade. This study is expected to be utilized as a framework for the instructional design and the guideline for improving learner competency in team project learning.

CAD/CAM System for 5-Axis Machining of Marine Propeller (프로펠러 5축 가공을 위한 CAD/CAM 시스템)

  • Jae-Woong Youn;Jong-Hwan Park
    • Journal of the Society of Naval Architects of Korea
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    • v.35 no.2
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    • pp.51-62
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    • 1998
  • In this paper, a CAD/CAM system for 5-axis machining of model propeller is introduced. This system has been developed under the environment of personal computer and Windows NT. In order to enhance the productivity, existing text-based design S/W was integrated into this graphic-based system. Non-Uniform Rational B-Spline method is used to represent the sculptured surface of propeller blades and hub using point data, and surface blending between blade and hub is realized in this system. For 5-axis machining of sculptured surface, tool/work collision and interference are checked and inverse kinematic analysis is performed to make NC data. In addition, tool and workpiece are animated on the PC monitor by preparing NC verification module. Finally, optimal cutting conditions are determined empirically and those cutting conditions are integrated into this S/W so that the whole process from design to machining can be done automatically.

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Effective directional signs for the clear cognition of directions -2-D expression of directional sighs in 3-D spaces (효과적 방향인지를 위한 유도사인에 관한 연구 -3차원 공간에서의 2차원적 방향표식을 중심으로)

  • 심은미;백진경
    • Archives of design research
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    • v.16 no.3
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    • pp.15-22
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    • 2003
  • At public spaces, signs have purposes of communicating their information clearly. Especially directional signs point out the proper route showing our surroundings. The present directional signs which are indicating 3-dimensional direction in a 2-dimensional mode seem to be difficult to understand as we are moving. This study has the purpose of investigating the role of present signs and suggesting visually effective directional signs, in particular arrows. Firstly, this study surveyed the user's attitude on directional signs in case of subway station. The research shows that the present directional signs hardly perform their roles to communicate the directional information, which means the need of newly expressed arrows. In this study we consider a new effective expression on the viewpoint of human cognition mechanism. So it is thought that those trials are helpful to efficient sign system.

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The Study on Dynamic Query Visualization of Digital Data - Focusing on Developing Element, Expression and Interface - (디지털 데이터의 동적 질의형 시각화에 관한 연구 -개발 요소, 표현, 인터페이스 중심으로-)

  • 최홍석;김성곤
    • Archives of design research
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    • v.17 no.2
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    • pp.437-450
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    • 2004
  • Advancement of the media it will be able to express the development and information of computer system causes a problem, how to get the information from plenty of digital data. It needs to the research that provides efficient interface to the user and presents the information visualization standard to the author Consequently, From this paper it investigated analysis of the dynamic diagram and the computer software it led development process of information visualization and result of development outcome. Important developing forms of Information visualization are include Element, Expression, Interface. For developing information visualization model, First, Find the element from many kind of media, include graphic. Second, Find form of the expression from past the diagram which comes to be used plentifully. Last, To get appropriate result it applies the interface, necessary from the interface component which is various uses from computer program. like this, on this paper presents about important three visualization developing forms with detail examples.

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